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4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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cde1ea5394 | ||
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d0628ef70b | ||
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9bfe4a9ce7 | ||
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2da8a312f3 |
97
src/game.rs
97
src/game.rs
@@ -2,13 +2,13 @@
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|||||||
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include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
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include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
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||||||
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use crate::constants::CANVAS_SIZE;
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use crate::constants::{MapTile, CANVAS_SIZE};
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use crate::error::{GameError, GameResult, TextureError};
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use crate::error::{GameError, GameResult, TextureError};
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use crate::events::GameEvent;
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use crate::events::GameEvent;
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use crate::map::builder::Map;
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use crate::map::builder::Map;
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use crate::map::direction::Direction;
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use crate::map::direction::Direction;
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use crate::systems::blinking::Blinking;
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use crate::systems::blinking::Blinking;
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use crate::systems::{self, ghost_collision_system};
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use crate::systems::{self, ghost_collision_system, present_system, MovementModifiers};
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use crate::systems::movement::{BufferedDirection, Position, Velocity};
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use crate::systems::movement::{BufferedDirection, Position, Velocity};
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use crate::systems::profiling::SystemId;
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use crate::systems::profiling::SystemId;
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@@ -18,16 +18,17 @@ use crate::systems::{
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ghost_movement_system, hud_render_system, item_system, profile, render_system, AudioEvent, AudioResource, AudioState,
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ghost_movement_system, hud_render_system, item_system, profile, render_system, AudioEvent, AudioResource, AudioState,
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BackbufferResource, Collider, DebugFontResource, DebugState, DebugTextureResource, DeltaTime, DirectionalAnimated,
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BackbufferResource, Collider, DebugFontResource, DebugState, DebugTextureResource, DeltaTime, DirectionalAnimated,
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EntityType, Frozen, Ghost, GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider, MapTextureResource,
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EntityType, Frozen, Ghost, GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider, MapTextureResource,
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||||||
PacmanCollider, PlayerBundle, PlayerControlled, PlayerStateBundle, Renderable, ScoreResource, StartupSequence, SystemTimings,
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PacmanCollider, PlayerBundle, PlayerControlled, Renderable, ScoreResource, StartupSequence, SystemTimings,
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};
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};
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use crate::texture::animated::AnimatedTexture;
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use crate::texture::animated::AnimatedTexture;
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use crate::texture::sprite::AtlasTile;
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use bevy_ecs::event::EventRegistry;
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use bevy_ecs::event::EventRegistry;
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use bevy_ecs::observer::Trigger;
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use bevy_ecs::observer::Trigger;
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use bevy_ecs::schedule::{IntoScheduleConfigs, Schedule, SystemSet};
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use bevy_ecs::schedule::{IntoScheduleConfigs, Schedule, SystemSet};
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use bevy_ecs::system::{NonSendMut, Res, ResMut};
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use bevy_ecs::system::ResMut;
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use bevy_ecs::world::World;
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use bevy_ecs::world::World;
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use sdl2::image::LoadTexture;
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use sdl2::image::LoadTexture;
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use sdl2::render::{Canvas, ScaleMode, TextureCreator};
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use sdl2::render::{BlendMode, Canvas, ScaleMode, TextureCreator};
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use sdl2::rwops::RWops;
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use sdl2::rwops::RWops;
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use sdl2::video::{Window, WindowContext};
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use sdl2::video::{Window, WindowContext};
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use sdl2::EventPump;
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use sdl2::EventPump;
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@@ -81,14 +82,7 @@ impl Game {
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texture_creator: &'static mut TextureCreator<WindowContext>,
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texture_creator: &'static mut TextureCreator<WindowContext>,
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event_pump: &'static mut EventPump,
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event_pump: &'static mut EventPump,
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) -> GameResult<Game> {
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) -> GameResult<Game> {
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let mut world = World::default();
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let mut schedule = Schedule::default();
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let ttf_context = Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?));
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let ttf_context = Box::leak(Box::new(sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?));
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EventRegistry::register_event::<GameError>(&mut world);
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EventRegistry::register_event::<GameEvent>(&mut world);
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EventRegistry::register_event::<AudioEvent>(&mut world);
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let mut backbuffer = texture_creator
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let mut backbuffer = texture_creator
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.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
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.create_texture_target(None, CANVAS_SIZE.x, CANVAS_SIZE.y)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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@@ -104,6 +98,9 @@ impl Game {
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let mut debug_texture = texture_creator
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let mut debug_texture = texture_creator
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.create_texture_target(None, output_size.0, output_size.1)
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.create_texture_target(None, output_size.0, output_size.1)
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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// Debug texture is copied over the backbuffer, it requires transparency abilities
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debug_texture.set_blend_mode(BlendMode::Blend);
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debug_texture.set_scale_mode(ScaleMode::Nearest);
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debug_texture.set_scale_mode(ScaleMode::Nearest);
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let font_data = get_asset_bytes(Asset::Font)?;
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let font_data = get_asset_bytes(Asset::Font)?;
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@@ -149,11 +146,10 @@ impl Game {
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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let map = Map::new(constants::RAW_BOARD)?;
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let map = Map::new(constants::RAW_BOARD)?;
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let pacman_start_node = map.start_positions.pacman;
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// Create directional animated textures for Pac-Man
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let mut textures = [None, None, None, None];
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let mut textures = [None, None, None, None];
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let mut stopped_textures = [None, None, None, None];
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let mut stopped_textures = [None, None, None, None];
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for direction in Direction::DIRECTIONS {
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for direction in Direction::DIRECTIONS {
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let moving_prefix = match direction {
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let moving_prefix = match direction {
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Direction::Up => "pacman/up",
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Direction::Up => "pacman/up",
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@@ -179,11 +175,14 @@ impl Game {
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let player = PlayerBundle {
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let player = PlayerBundle {
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player: PlayerControlled,
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player: PlayerControlled,
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position: Position::Stopped { node: pacman_start_node },
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position: Position::Stopped {
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node: map.start_positions.pacman,
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},
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velocity: Velocity {
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velocity: Velocity {
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speed: 1.15,
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speed: 1.15,
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direction: Direction::Left,
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direction: Direction::Left,
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},
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},
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movement_modifiers: MovementModifiers::default(),
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buffered_direction: BufferedDirection::None,
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buffered_direction: BufferedDirection::None,
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sprite: Renderable {
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sprite: Renderable {
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sprite: SpriteAtlas::get_tile(&atlas, "pacman/full.png")
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sprite: SpriteAtlas::get_tile(&atlas, "pacman/full.png")
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@@ -201,10 +200,12 @@ impl Game {
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pacman_collider: PacmanCollider,
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pacman_collider: PacmanCollider,
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};
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};
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// Spawn player and attach initial state bundle
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let mut world = World::default();
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let player_entity = world.spawn(player).id();
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let mut schedule = Schedule::default();
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world.entity_mut(player_entity).insert(PlayerStateBundle::default());
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world.entity_mut(player_entity).insert(Frozen);
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EventRegistry::register_event::<GameError>(&mut world);
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EventRegistry::register_event::<GameEvent>(&mut world);
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EventRegistry::register_event::<AudioEvent>(&mut world);
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world.insert_non_send_resource(atlas);
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world.insert_non_send_resource(atlas);
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world.insert_non_send_resource(event_pump);
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world.insert_non_send_resource(event_pump);
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@@ -225,6 +226,7 @@ impl Game {
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world.insert_resource(DebugState::default());
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world.insert_resource(DebugState::default());
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world.insert_resource(AudioState::default());
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world.insert_resource(AudioState::default());
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world.insert_resource(CursorPosition::default());
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world.insert_resource(CursorPosition::default());
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world.insert_resource(StartupSequence::new(60 * 3, 60));
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world.add_observer(
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world.add_observer(
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|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
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|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| {
|
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@@ -248,23 +250,10 @@ impl Game {
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let blinking_system = profile(SystemId::Blinking, blinking_system);
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let blinking_system = profile(SystemId::Blinking, blinking_system);
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let directional_render_system = profile(SystemId::DirectionalRender, directional_render_system);
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let directional_render_system = profile(SystemId::DirectionalRender, directional_render_system);
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let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system);
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let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system);
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let hud_render_system = profile(SystemId::HudRender, hud_render_system);
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let render_system = profile(SystemId::Render, render_system);
|
let render_system = profile(SystemId::Render, render_system);
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let hud_render_system = profile(SystemId::HudRender, hud_render_system);
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let debug_render_system = profile(SystemId::DebugRender, debug_render_system);
|
let debug_render_system = profile(SystemId::DebugRender, debug_render_system);
|
||||||
|
let present_system = profile(SystemId::Present, present_system);
|
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let present_system = profile(
|
|
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SystemId::Present,
|
|
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|mut canvas: NonSendMut<&mut Canvas<Window>>, debug_state: Res<DebugState>, mut dirty: ResMut<RenderDirty>| {
|
|
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if dirty.0 || debug_state.enabled {
|
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// Only copy backbuffer to main canvas if debug rendering is off
|
|
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// (debug rendering draws directly to main canvas)
|
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if !debug_state.enabled {
|
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canvas.present();
|
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}
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dirty.0 = false;
|
|
||||||
}
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||||||
},
|
|
||||||
);
|
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|
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schedule.add_systems((
|
schedule.add_systems((
|
||||||
(
|
(
|
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@@ -291,41 +280,47 @@ impl Game {
|
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.chain(),
|
.chain(),
|
||||||
));
|
));
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||||||
|
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world.insert_resource(StartupSequence::new(60 * 3, 60));
|
// Spawn player and attach initial state bundle
|
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|
let player_entity = world.spawn(player).id();
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|
world.entity_mut(player_entity).insert(Frozen);
|
||||||
|
|
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// Spawn ghosts
|
// Spawn ghosts
|
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Self::spawn_ghosts(&mut world)?;
|
Self::spawn_ghosts(&mut world)?;
|
||||||
|
|
||||||
// Spawn items
|
|
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let pellet_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/pellet.png")
|
let pellet_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/pellet.png")
|
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.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/pellet.png".to_string())))?;
|
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/pellet.png".to_string())))?;
|
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let energizer_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/energizer.png")
|
let energizer_sprite = SpriteAtlas::get_tile(world.non_send_resource::<SpriteAtlas>(), "maze/energizer.png")
|
||||||
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/energizer.png".to_string())))?;
|
.ok_or_else(|| GameError::Texture(TextureError::AtlasTileNotFound("maze/energizer.png".to_string())))?;
|
||||||
|
|
||||||
let nodes: Vec<_> = world.resource::<Map>().iter_nodes().map(|(id, tile)| (*id, *tile)).collect();
|
// Build a list of item entities to spawn from the map
|
||||||
|
let nodes: Vec<(usize, EntityType, AtlasTile, f32)> = world
|
||||||
for (node_id, tile) in nodes {
|
.resource::<Map>()
|
||||||
let (item_type, sprite, size) = match tile {
|
.iter_nodes()
|
||||||
crate::constants::MapTile::Pellet => (EntityType::Pellet, pellet_sprite, constants::CELL_SIZE as f32 * 0.4),
|
.filter_map(|(id, tile)| match tile {
|
||||||
crate::constants::MapTile::PowerPellet => {
|
MapTile::Pellet => Some((*id, EntityType::Pellet, pellet_sprite, constants::CELL_SIZE as f32 * 0.4)),
|
||||||
(EntityType::PowerPellet, energizer_sprite, constants::CELL_SIZE as f32 * 0.95)
|
MapTile::PowerPellet => Some((
|
||||||
}
|
*id,
|
||||||
_ => continue,
|
EntityType::PowerPellet,
|
||||||
};
|
energizer_sprite,
|
||||||
|
constants::CELL_SIZE as f32 * 0.95,
|
||||||
|
)),
|
||||||
|
_ => None,
|
||||||
|
})
|
||||||
|
.collect();
|
||||||
|
|
||||||
|
// Construct and spawn the item entities
|
||||||
|
for (id, item_type, sprite, size) in nodes {
|
||||||
let mut item = world.spawn(ItemBundle {
|
let mut item = world.spawn(ItemBundle {
|
||||||
position: Position::Stopped { node: node_id },
|
position: Position::Stopped { node: id },
|
||||||
sprite: Renderable { sprite, layer: 1 },
|
sprite: Renderable { sprite, layer: 1 },
|
||||||
entity_type: item_type,
|
entity_type: item_type,
|
||||||
collider: Collider { size },
|
collider: Collider { size },
|
||||||
item_collider: ItemCollider,
|
item_collider: ItemCollider,
|
||||||
});
|
});
|
||||||
|
|
||||||
|
// Make power pellets blink
|
||||||
if item_type == EntityType::PowerPellet {
|
if item_type == EntityType::PowerPellet {
|
||||||
item.insert(Blinking {
|
item.insert((Frozen, Blinking::new(0.2)));
|
||||||
timer: 0.0,
|
|
||||||
interval: 0.2,
|
|
||||||
});
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -7,15 +7,21 @@ use bevy_ecs::{
|
|||||||
|
|
||||||
use crate::systems::{
|
use crate::systems::{
|
||||||
components::{DeltaTime, Renderable},
|
components::{DeltaTime, Renderable},
|
||||||
Hidden,
|
Frozen, Hidden,
|
||||||
};
|
};
|
||||||
|
|
||||||
#[derive(Component)]
|
#[derive(Component, Debug)]
|
||||||
pub struct Blinking {
|
pub struct Blinking {
|
||||||
pub timer: f32,
|
pub timer: f32,
|
||||||
pub interval: f32,
|
pub interval: f32,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
impl Blinking {
|
||||||
|
pub fn new(interval: f32) -> Self {
|
||||||
|
Self { timer: 0.0, interval }
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// Updates blinking entities by toggling their visibility at regular intervals.
|
/// Updates blinking entities by toggling their visibility at regular intervals.
|
||||||
///
|
///
|
||||||
/// This system manages entities that have both `Blinking` and `Renderable` components,
|
/// This system manages entities that have both `Blinking` and `Renderable` components,
|
||||||
@@ -23,20 +29,34 @@ pub struct Blinking {
|
|||||||
pub fn blinking_system(
|
pub fn blinking_system(
|
||||||
mut commands: Commands,
|
mut commands: Commands,
|
||||||
time: Res<DeltaTime>,
|
time: Res<DeltaTime>,
|
||||||
mut query: Query<(Entity, &mut Blinking, Has<Hidden>), With<Renderable>>,
|
mut query: Query<(Entity, &mut Blinking, Has<Hidden>, Has<Frozen>), With<Renderable>>,
|
||||||
) {
|
) {
|
||||||
for (entity, mut blinking, hidden) in query.iter_mut() {
|
for (entity, mut blinking, hidden, frozen) in query.iter_mut() {
|
||||||
blinking.timer += time.0;
|
// If the entity is frozen, blinking is disabled and the entity is unhidden (if it was hidden)
|
||||||
|
if frozen {
|
||||||
if blinking.timer >= blinking.interval {
|
|
||||||
blinking.timer = 0.0;
|
|
||||||
|
|
||||||
// Add or remove the Visible component based on whether it is currently in the query
|
|
||||||
if hidden {
|
if hidden {
|
||||||
commands.entity(entity).remove::<Hidden>();
|
commands.entity(entity).remove::<Hidden>();
|
||||||
} else {
|
|
||||||
commands.entity(entity).insert(Hidden);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Increase the timer by the delta time
|
||||||
|
blinking.timer += time.0;
|
||||||
|
|
||||||
|
// If the timer is less than the interval, there's nothing to do yet
|
||||||
|
if blinking.timer < blinking.interval {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Subtract the interval (allows for the timer to retain partial interval progress)
|
||||||
|
blinking.timer -= blinking.interval;
|
||||||
|
|
||||||
|
// Toggle the Hidden component
|
||||||
|
if hidden {
|
||||||
|
commands.entity(entity).remove::<Hidden>();
|
||||||
|
} else {
|
||||||
|
commands.entity(entity).insert(Hidden);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,7 +5,7 @@ use crate::{
|
|||||||
map::graph::TraversalFlags,
|
map::graph::TraversalFlags,
|
||||||
systems::{
|
systems::{
|
||||||
movement::{BufferedDirection, Position, Velocity},
|
movement::{BufferedDirection, Position, Velocity},
|
||||||
Collider, GhostCollider, ItemCollider, PacmanCollider, PlayerLifecycle,
|
Collider, GhostCollider, ItemCollider, PacmanCollider,
|
||||||
},
|
},
|
||||||
texture::{animated::AnimatedTexture, sprite::AtlasTile},
|
texture::{animated::AnimatedTexture, sprite::AtlasTile},
|
||||||
};
|
};
|
||||||
@@ -160,14 +160,8 @@ pub struct PlayerBundle {
|
|||||||
pub directional_animated: DirectionalAnimated,
|
pub directional_animated: DirectionalAnimated,
|
||||||
pub entity_type: EntityType,
|
pub entity_type: EntityType,
|
||||||
pub collider: Collider,
|
pub collider: Collider,
|
||||||
pub pacman_collider: PacmanCollider,
|
|
||||||
}
|
|
||||||
|
|
||||||
/// Convenience bundle for attaching the hybrid FSM to the player entity
|
|
||||||
#[derive(Bundle, Default)]
|
|
||||||
pub struct PlayerStateBundle {
|
|
||||||
pub lifecycle: PlayerLifecycle,
|
|
||||||
pub movement_modifiers: MovementModifiers,
|
pub movement_modifiers: MovementModifiers,
|
||||||
|
pub pacman_collider: PacmanCollider,
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Bundle)]
|
#[derive(Bundle)]
|
||||||
|
|||||||
@@ -3,7 +3,7 @@ use std::cmp::Ordering;
|
|||||||
|
|
||||||
use crate::constants::BOARD_PIXEL_OFFSET;
|
use crate::constants::BOARD_PIXEL_OFFSET;
|
||||||
use crate::map::builder::Map;
|
use crate::map::builder::Map;
|
||||||
use crate::systems::{BackbufferResource, Collider, CursorPosition, Position, SystemTimings};
|
use crate::systems::{Collider, CursorPosition, Position, SystemTimings};
|
||||||
use bevy_ecs::resource::Resource;
|
use bevy_ecs::resource::Resource;
|
||||||
use bevy_ecs::system::{NonSendMut, Query, Res};
|
use bevy_ecs::system::{NonSendMut, Query, Res};
|
||||||
use glam::{IVec2, UVec2, Vec2};
|
use glam::{IVec2, UVec2, Vec2};
|
||||||
@@ -89,7 +89,6 @@ fn render_timing_display(
|
|||||||
#[allow(clippy::too_many_arguments)]
|
#[allow(clippy::too_many_arguments)]
|
||||||
pub fn debug_render_system(
|
pub fn debug_render_system(
|
||||||
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||||
backbuffer: NonSendMut<BackbufferResource>,
|
|
||||||
mut debug_texture: NonSendMut<DebugTextureResource>,
|
mut debug_texture: NonSendMut<DebugTextureResource>,
|
||||||
debug_font: NonSendMut<DebugFontResource>,
|
debug_font: NonSendMut<DebugFontResource>,
|
||||||
debug_state: Res<DebugState>,
|
debug_state: Res<DebugState>,
|
||||||
@@ -104,18 +103,6 @@ pub fn debug_render_system(
|
|||||||
let scale =
|
let scale =
|
||||||
(UVec2::from(canvas.output_size().unwrap()).as_vec2() / UVec2::from(canvas.logical_size()).as_vec2()).min_element();
|
(UVec2::from(canvas.output_size().unwrap()).as_vec2() / UVec2::from(canvas.logical_size()).as_vec2()).min_element();
|
||||||
|
|
||||||
// Copy the current backbuffer to the debug texture
|
|
||||||
canvas
|
|
||||||
.with_texture_canvas(&mut debug_texture.0, |debug_canvas| {
|
|
||||||
// Clear the debug canvas
|
|
||||||
debug_canvas.set_draw_color(Color::BLACK);
|
|
||||||
debug_canvas.clear();
|
|
||||||
|
|
||||||
// Copy the backbuffer to the debug canvas
|
|
||||||
debug_canvas.copy(&backbuffer.0, None, None).unwrap();
|
|
||||||
})
|
|
||||||
.unwrap();
|
|
||||||
|
|
||||||
// Get texture creator before entering the closure to avoid borrowing conflicts
|
// Get texture creator before entering the closure to avoid borrowing conflicts
|
||||||
let mut texture_creator = canvas.texture_creator();
|
let mut texture_creator = canvas.texture_creator();
|
||||||
let font = &debug_font.0;
|
let font = &debug_font.0;
|
||||||
@@ -128,8 +115,11 @@ pub fn debug_render_system(
|
|||||||
// Draw debug info on the high-resolution debug texture
|
// Draw debug info on the high-resolution debug texture
|
||||||
canvas
|
canvas
|
||||||
.with_texture_canvas(&mut debug_texture.0, |debug_canvas| {
|
.with_texture_canvas(&mut debug_texture.0, |debug_canvas| {
|
||||||
// Find the closest node to the cursor
|
// Clear the debug canvas
|
||||||
|
debug_canvas.set_draw_color(Color::RGBA(0, 0, 0, 0));
|
||||||
|
debug_canvas.clear();
|
||||||
|
|
||||||
|
// Find the closest node to the cursor
|
||||||
let closest_node = if let Some(cursor_world_pos) = cursor_world_pos {
|
let closest_node = if let Some(cursor_world_pos) = cursor_world_pos {
|
||||||
map.graph
|
map.graph
|
||||||
.nodes()
|
.nodes()
|
||||||
@@ -214,8 +204,4 @@ pub fn debug_render_system(
|
|||||||
render_timing_display(debug_canvas, &mut texture_creator, &timings, font);
|
render_timing_display(debug_canvas, &mut texture_creator, &timings, font);
|
||||||
})
|
})
|
||||||
.unwrap();
|
.unwrap();
|
||||||
|
|
||||||
// Draw the debug texture directly onto the main canvas at full resolution
|
|
||||||
canvas.copy(&debug_texture.0, None, None).unwrap();
|
|
||||||
canvas.present();
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,5 +1,4 @@
|
|||||||
use bevy_ecs::{
|
use bevy_ecs::{
|
||||||
component::Component,
|
|
||||||
event::{EventReader, EventWriter},
|
event::{EventReader, EventWriter},
|
||||||
query::{With, Without},
|
query::{With, Without},
|
||||||
system::{Query, Res, ResMut},
|
system::{Query, Res, ResMut},
|
||||||
@@ -17,28 +16,6 @@ use crate::{
|
|||||||
},
|
},
|
||||||
};
|
};
|
||||||
|
|
||||||
/// Lifecycle state for the player entity.
|
|
||||||
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
|
|
||||||
pub enum PlayerLifecycle {
|
|
||||||
Spawning,
|
|
||||||
Alive,
|
|
||||||
Dying,
|
|
||||||
Respawning,
|
|
||||||
}
|
|
||||||
|
|
||||||
impl PlayerLifecycle {
|
|
||||||
/// Returns true when gameplay input and movement should be active
|
|
||||||
pub fn is_interactive(self) -> bool {
|
|
||||||
matches!(self, PlayerLifecycle::Alive)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
impl Default for PlayerLifecycle {
|
|
||||||
fn default() -> Self {
|
|
||||||
PlayerLifecycle::Spawning
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
|
pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
|
||||||
let entity_flags = entity_type.traversal_flags();
|
let entity_flags = entity_type.traversal_flags();
|
||||||
edge.traversal_flags.contains(entity_flags)
|
edge.traversal_flags.contains(entity_flags)
|
||||||
@@ -64,7 +41,7 @@ pub fn player_control_system(
|
|||||||
match command {
|
match command {
|
||||||
GameCommand::MovePlayer(direction) => {
|
GameCommand::MovePlayer(direction) => {
|
||||||
// Get the player's movable component (ensuring there is only one player)
|
// Get the player's movable component (ensuring there is only one player)
|
||||||
let (mut buffered_direction) = match players.single_mut() {
|
let mut buffered_direction = match players.single_mut() {
|
||||||
Ok(tuple) => tuple,
|
Ok(tuple) => tuple,
|
||||||
Err(e) => {
|
Err(e) => {
|
||||||
errors.write(GameError::InvalidState(format!(
|
errors.write(GameError::InvalidState(format!(
|
||||||
@@ -101,22 +78,16 @@ pub fn player_control_system(
|
|||||||
/// Handles movement logic including buffered direction changes, edge traversal validation, and continuous movement between nodes.
|
/// Handles movement logic including buffered direction changes, edge traversal validation, and continuous movement between nodes.
|
||||||
/// When stopped, prioritizes buffered directions for responsive controls, falling back to current direction.
|
/// When stopped, prioritizes buffered directions for responsive controls, falling back to current direction.
|
||||||
/// Supports movement chaining within a single frame when traveling at high speeds.
|
/// Supports movement chaining within a single frame when traveling at high speeds.
|
||||||
|
#[allow(clippy::type_complexity)]
|
||||||
pub fn player_movement_system(
|
pub fn player_movement_system(
|
||||||
map: Res<Map>,
|
map: Res<Map>,
|
||||||
delta_time: Res<DeltaTime>,
|
delta_time: Res<DeltaTime>,
|
||||||
mut entities: Query<
|
mut entities: Query<
|
||||||
(
|
(&MovementModifiers, &mut Position, &mut Velocity, &mut BufferedDirection),
|
||||||
&PlayerLifecycle,
|
|
||||||
&MovementModifiers,
|
|
||||||
&mut Position,
|
|
||||||
&mut Velocity,
|
|
||||||
&mut BufferedDirection,
|
|
||||||
),
|
|
||||||
(With<PlayerControlled>, Without<Frozen>),
|
(With<PlayerControlled>, Without<Frozen>),
|
||||||
>,
|
>,
|
||||||
// mut errors: EventWriter<GameError>,
|
|
||||||
) {
|
) {
|
||||||
for (lifecycle, modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
|
for (modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
|
||||||
// Decrement the buffered direction remaining time
|
// Decrement the buffered direction remaining time
|
||||||
if let BufferedDirection::Some {
|
if let BufferedDirection::Some {
|
||||||
direction,
|
direction,
|
||||||
|
|||||||
@@ -2,21 +2,21 @@ use crate::constants::CANVAS_SIZE;
|
|||||||
use crate::error::{GameError, TextureError};
|
use crate::error::{GameError, TextureError};
|
||||||
use crate::map::builder::Map;
|
use crate::map::builder::Map;
|
||||||
use crate::systems::{
|
use crate::systems::{
|
||||||
Blinking, DeltaTime, DirectionalAnimated, EntityType, GhostCollider, PlayerControlled, Position, Renderable, ScoreResource,
|
DebugState, DebugTextureResource, DeltaTime, DirectionalAnimated, Position, Renderable, ScoreResource, StartupSequence,
|
||||||
StartupSequence, Velocity,
|
Velocity,
|
||||||
};
|
};
|
||||||
use crate::texture::sprite::SpriteAtlas;
|
use crate::texture::sprite::SpriteAtlas;
|
||||||
use crate::texture::text::TextTexture;
|
use crate::texture::text::TextTexture;
|
||||||
use bevy_ecs::component::Component;
|
use bevy_ecs::component::Component;
|
||||||
use bevy_ecs::entity::Entity;
|
use bevy_ecs::entity::Entity;
|
||||||
use bevy_ecs::event::EventWriter;
|
use bevy_ecs::event::EventWriter;
|
||||||
use bevy_ecs::query::{Changed, Or, With, Without};
|
use bevy_ecs::query::{Changed, Or, Without};
|
||||||
use bevy_ecs::removal_detection::RemovedComponents;
|
use bevy_ecs::removal_detection::RemovedComponents;
|
||||||
use bevy_ecs::resource::Resource;
|
use bevy_ecs::resource::Resource;
|
||||||
use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
|
use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
|
||||||
use sdl2::pixels::Color;
|
use sdl2::pixels::Color;
|
||||||
use sdl2::rect::{Point, Rect};
|
use sdl2::rect::{Point, Rect};
|
||||||
use sdl2::render::{Canvas, Texture};
|
use sdl2::render::{BlendMode, Canvas, Texture};
|
||||||
use sdl2::video::Window;
|
use sdl2::video::Window;
|
||||||
|
|
||||||
#[derive(Resource, Default)]
|
#[derive(Resource, Default)]
|
||||||
@@ -28,10 +28,11 @@ pub struct Hidden;
|
|||||||
#[allow(clippy::type_complexity)]
|
#[allow(clippy::type_complexity)]
|
||||||
pub fn dirty_render_system(
|
pub fn dirty_render_system(
|
||||||
mut dirty: ResMut<RenderDirty>,
|
mut dirty: ResMut<RenderDirty>,
|
||||||
changed_renderables: Query<(), Or<(Changed<Renderable>, Changed<Position>)>>,
|
changed: Query<(), Or<(Changed<Renderable>, Changed<Position>)>>,
|
||||||
|
removed_hidden: RemovedComponents<Hidden>,
|
||||||
removed_renderables: RemovedComponents<Renderable>,
|
removed_renderables: RemovedComponents<Renderable>,
|
||||||
) {
|
) {
|
||||||
if !changed_renderables.is_empty() || !removed_renderables.is_empty() {
|
if !changed.is_empty() || !removed_hidden.is_empty() || !removed_renderables.is_empty() {
|
||||||
dirty.0 = true;
|
dirty.0 = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -77,56 +78,59 @@ pub struct BackbufferResource(pub Texture<'static>);
|
|||||||
|
|
||||||
/// Renders the HUD (score, lives, etc.) on top of the game.
|
/// Renders the HUD (score, lives, etc.) on top of the game.
|
||||||
pub fn hud_render_system(
|
pub fn hud_render_system(
|
||||||
|
mut backbuffer: NonSendMut<BackbufferResource>,
|
||||||
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||||
mut atlas: NonSendMut<SpriteAtlas>,
|
mut atlas: NonSendMut<SpriteAtlas>,
|
||||||
score: Res<ScoreResource>,
|
score: Res<ScoreResource>,
|
||||||
startup: Res<StartupSequence>,
|
startup: Res<StartupSequence>,
|
||||||
mut errors: EventWriter<GameError>,
|
mut errors: EventWriter<GameError>,
|
||||||
) {
|
) {
|
||||||
let mut text_renderer = TextTexture::new(1.0);
|
let _ = canvas.with_texture_canvas(&mut backbuffer.0, |canvas| {
|
||||||
|
let mut text_renderer = TextTexture::new(1.0);
|
||||||
|
|
||||||
// Render lives and high score text in white
|
// Render lives and high score text in white
|
||||||
let lives = 3; // TODO: Get from actual lives resource
|
let lives = 3; // TODO: Get from actual lives resource
|
||||||
let lives_text = format!("{lives}UP HIGH SCORE ");
|
let lives_text = format!("{lives}UP HIGH SCORE ");
|
||||||
let lives_position = glam::UVec2::new(4 + 8 * 3, 2); // x_offset + lives_offset * 8, y_offset
|
let lives_position = glam::UVec2::new(4 + 8 * 3, 2); // x_offset + lives_offset * 8, y_offset
|
||||||
|
|
||||||
if let Err(e) = text_renderer.render(&mut canvas, &mut atlas, &lives_text, lives_position) {
|
if let Err(e) = text_renderer.render(canvas, &mut atlas, &lives_text, lives_position) {
|
||||||
errors.write(TextureError::RenderFailed(format!("Failed to render lives text: {}", e)).into());
|
errors.write(TextureError::RenderFailed(format!("Failed to render lives text: {}", e)).into());
|
||||||
}
|
|
||||||
|
|
||||||
// Render score text in yellow (Pac-Man's color)
|
|
||||||
let score_text = format!("{:02}", score.0);
|
|
||||||
let score_offset = 7 - (score_text.len() as i32);
|
|
||||||
let score_position = glam::UVec2::new(4 + 8 * score_offset as u32, 10); // x_offset + score_offset * 8, 8 + y_offset
|
|
||||||
|
|
||||||
if let Err(e) = text_renderer.render(&mut canvas, &mut atlas, &score_text, score_position) {
|
|
||||||
errors.write(TextureError::RenderFailed(format!("Failed to render score text: {}", e)).into());
|
|
||||||
}
|
|
||||||
|
|
||||||
// Render text based on StartupSequence stage
|
|
||||||
if matches!(
|
|
||||||
*startup,
|
|
||||||
StartupSequence::TextOnly { .. } | StartupSequence::CharactersVisible { .. }
|
|
||||||
) {
|
|
||||||
let ready_text = "READY!";
|
|
||||||
let ready_width = text_renderer.text_width(ready_text);
|
|
||||||
let ready_position = glam::UVec2::new((CANVAS_SIZE.x - ready_width) / 2, 160);
|
|
||||||
if let Err(e) = text_renderer.render_with_color(&mut canvas, &mut atlas, ready_text, ready_position, Color::YELLOW) {
|
|
||||||
errors.write(TextureError::RenderFailed(format!("Failed to render READY text: {}", e)).into());
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if matches!(*startup, StartupSequence::TextOnly { .. }) {
|
// Render score text in yellow (Pac-Man's color)
|
||||||
let player_one_text = "PLAYER ONE";
|
let score_text = format!("{:02}", score.0);
|
||||||
let player_one_width = text_renderer.text_width(player_one_text);
|
let score_offset = 7 - (score_text.len() as i32);
|
||||||
let player_one_position = glam::UVec2::new((CANVAS_SIZE.x - player_one_width) / 2, 113);
|
let score_position = glam::UVec2::new(4 + 8 * score_offset as u32, 10); // x_offset + score_offset * 8, 8 + y_offset
|
||||||
|
|
||||||
if let Err(e) =
|
if let Err(e) = text_renderer.render(canvas, &mut atlas, &score_text, score_position) {
|
||||||
text_renderer.render_with_color(&mut canvas, &mut atlas, player_one_text, player_one_position, Color::CYAN)
|
errors.write(TextureError::RenderFailed(format!("Failed to render score text: {}", e)).into());
|
||||||
{
|
}
|
||||||
errors.write(TextureError::RenderFailed(format!("Failed to render PLAYER ONE text: {}", e)).into());
|
|
||||||
|
// Render text based on StartupSequence stage
|
||||||
|
if matches!(
|
||||||
|
*startup,
|
||||||
|
StartupSequence::TextOnly { .. } | StartupSequence::CharactersVisible { .. }
|
||||||
|
) {
|
||||||
|
let ready_text = "READY!";
|
||||||
|
let ready_width = text_renderer.text_width(ready_text);
|
||||||
|
let ready_position = glam::UVec2::new((CANVAS_SIZE.x - ready_width) / 2, 160);
|
||||||
|
if let Err(e) = text_renderer.render_with_color(canvas, &mut atlas, ready_text, ready_position, Color::YELLOW) {
|
||||||
|
errors.write(TextureError::RenderFailed(format!("Failed to render READY text: {}", e)).into());
|
||||||
|
}
|
||||||
|
|
||||||
|
if matches!(*startup, StartupSequence::TextOnly { .. }) {
|
||||||
|
let player_one_text = "PLAYER ONE";
|
||||||
|
let player_one_width = text_renderer.text_width(player_one_text);
|
||||||
|
let player_one_position = glam::UVec2::new((CANVAS_SIZE.x - player_one_width) / 2, 113);
|
||||||
|
|
||||||
|
if let Err(e) =
|
||||||
|
text_renderer.render_with_color(canvas, &mut atlas, player_one_text, player_one_position, Color::CYAN)
|
||||||
|
{
|
||||||
|
errors.write(TextureError::RenderFailed(format!("Failed to render PLAYER ONE text: {}", e)).into());
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
#[allow(clippy::too_many_arguments)]
|
#[allow(clippy::too_many_arguments)]
|
||||||
@@ -187,3 +191,25 @@ pub fn render_system(
|
|||||||
|
|
||||||
canvas.copy(&backbuffer.0, None, None).unwrap();
|
canvas.copy(&backbuffer.0, None, None).unwrap();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pub fn present_system(
|
||||||
|
mut canvas: NonSendMut<&mut Canvas<Window>>,
|
||||||
|
mut dirty: ResMut<RenderDirty>,
|
||||||
|
backbuffer: NonSendMut<BackbufferResource>,
|
||||||
|
debug_texture: NonSendMut<DebugTextureResource>,
|
||||||
|
debug_state: Res<DebugState>,
|
||||||
|
) {
|
||||||
|
if dirty.0 {
|
||||||
|
// Copy the backbuffer to the main canvas
|
||||||
|
canvas.copy(&backbuffer.0, None, None).unwrap();
|
||||||
|
|
||||||
|
// Copy the debug texture to the canvas
|
||||||
|
if debug_state.enabled {
|
||||||
|
canvas.set_blend_mode(BlendMode::Blend);
|
||||||
|
canvas.copy(&debug_texture.0, None, None).unwrap();
|
||||||
|
}
|
||||||
|
|
||||||
|
canvas.present();
|
||||||
|
dirty.0 = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
@@ -6,7 +6,7 @@ use bevy_ecs::{
|
|||||||
};
|
};
|
||||||
use tracing::debug;
|
use tracing::debug;
|
||||||
|
|
||||||
use crate::systems::{Frozen, GhostCollider, Hidden, PlayerControlled};
|
use crate::systems::{Blinking, Frozen, GhostCollider, Hidden, PlayerControlled};
|
||||||
|
|
||||||
#[derive(Resource, Debug, Clone, Copy)]
|
#[derive(Resource, Debug, Clone, Copy)]
|
||||||
pub enum StartupSequence {
|
pub enum StartupSequence {
|
||||||
@@ -72,6 +72,7 @@ impl StartupSequence {
|
|||||||
pub fn startup_stage_system(
|
pub fn startup_stage_system(
|
||||||
mut startup: ResMut<StartupSequence>,
|
mut startup: ResMut<StartupSequence>,
|
||||||
mut commands: Commands,
|
mut commands: Commands,
|
||||||
|
mut blinking_query: Query<Entity, With<Blinking>>,
|
||||||
mut player_query: Query<Entity, With<PlayerControlled>>,
|
mut player_query: Query<Entity, With<PlayerControlled>>,
|
||||||
mut ghost_query: Query<Entity, With<GhostCollider>>,
|
mut ghost_query: Query<Entity, With<GhostCollider>>,
|
||||||
) {
|
) {
|
||||||
@@ -80,10 +81,15 @@ pub fn startup_stage_system(
|
|||||||
match (from, to) {
|
match (from, to) {
|
||||||
// (StartupSequence::TextOnly { .. }, StartupSequence::CharactersVisible { .. }) => {}
|
// (StartupSequence::TextOnly { .. }, StartupSequence::CharactersVisible { .. }) => {}
|
||||||
(StartupSequence::CharactersVisible { .. }, StartupSequence::GameActive) => {
|
(StartupSequence::CharactersVisible { .. }, StartupSequence::GameActive) => {
|
||||||
// Remove Frozen/Hidden tags from all entities and enable player input
|
// Unfreeze and unhide the player & ghosts
|
||||||
for entity in player_query.iter_mut().chain(ghost_query.iter_mut()) {
|
for entity in player_query.iter_mut().chain(ghost_query.iter_mut()) {
|
||||||
commands.entity(entity).remove::<(Frozen, Hidden)>();
|
commands.entity(entity).remove::<(Frozen, Hidden)>();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Unfreeze pellet blinking
|
||||||
|
for entity in blinking_query.iter_mut() {
|
||||||
|
commands.entity(entity).remove::<Frozen>();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
_ => {}
|
_ => {}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -9,7 +9,7 @@ use pacman::{
|
|||||||
},
|
},
|
||||||
systems::{
|
systems::{
|
||||||
can_traverse, player_control_system, player_movement_system, AudioState, BufferedDirection, DebugState, DeltaTime,
|
can_traverse, player_control_system, player_movement_system, AudioState, BufferedDirection, DebugState, DeltaTime,
|
||||||
EntityType, GlobalState, PlayerControlled, Position, Velocity,
|
EntityType, GlobalState, MovementModifiers, PlayerControlled, Position, Velocity,
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -49,6 +49,7 @@ fn spawn_test_player(world: &mut World) -> Entity {
|
|||||||
},
|
},
|
||||||
BufferedDirection::None,
|
BufferedDirection::None,
|
||||||
EntityType::Player,
|
EntityType::Player,
|
||||||
|
MovementModifiers::default(),
|
||||||
))
|
))
|
||||||
.id()
|
.id()
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user